True gridless predictive 3D pathfinding #7611
RudyFisher7
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The current navigation system in Godot is really nice. One thing that it is still lacking is true gridless 3D predictive pathfinding.
I wanted to gauge community interest in this feature.
Us turned based strategy enthusiasts could bring our games to the 3rd dimension in the real meaning of the term.
Turned based strategy games as well as simulation games (and probably other genres) often use predictive movement pathfinding extensively.
I'm currently working on a module with a Theta* implementation to get an any-angle solution (if only for my own use if not approved for official support). Since I started, I discovered Anya, which would have been better, but oh well :) Theta* would work similarly to the current AStar objects, but would do any-angle pathfinding rather than producing paths fixed to edges of the grid. Theta* is known to produce tighter any angle paths than A* with post-smoothing, though still not always the tightest.
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